using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Texture pool cache.
/// This can keep multiple texture pools, and return the current one as needed.
/// It is useful for applications that uses multiple texture pools.
///
class TexturePoolCache : IDisposable
{
private const int MaxCapacity = 4;
private GpuContext _context;
private LinkedList _pools;
///
/// Constructs a new instance of the texture pool.
///
/// GPU context that the texture pool belongs to
public TexturePoolCache(GpuContext context)
{
_context = context;
_pools = new LinkedList();
}
///
/// Finds a cache texture pool, or creates a new one if not found.
///
/// Start address of the texture pool
/// Maximum ID of the texture pool
/// The found or newly created texture pool
public TexturePool FindOrCreate(ulong address, int maximumId)
{
TexturePool pool;
// First we try to find the pool.
for (LinkedListNode node = _pools.First; node != null; node = node.Next)
{
pool = node.Value;
if (pool.Address == address)
{
if (pool.CacheNode != _pools.Last)
{
_pools.Remove(pool.CacheNode);
pool.CacheNode = _pools.AddLast(pool);
}
return pool;
}
}
// If not found, create a new one.
pool = new TexturePool(_context, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
if (_pools.Count > MaxCapacity)
{
TexturePool oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
return pool;
}
///
/// Disposes the texture pool cache.
/// It's an error to use the texture pool cache after disposal.
///
public void Dispose()
{
foreach (TexturePool pool in _pools)
{
pool.Dispose();
}
_pools.Clear();
}
}
}